Cantrips
1:
Faithless Looting
is probably the best cantrip for this deck, letting us dig four cards deep even when we don’t have a creature on the field.
2:
Thought Scour
fills the yard with juicy targets for our creatures, and drawing is always nice as well.
3:
Opt
is the most dependable way to search for something without having to discard or risking putting what you want into the yard.
4:
Izzet Charm
is just another faithless looting, but it can also fit under removal and disruption.
Disruption/Protection
1:
Lightning Bolt
/
Wizard's Lightning
are the easiest and cheapest removal I could find, especially in a deck that only runs wizards
2:
Kolaghan's Command
kills stuff, wins artifact matchups and gets your creatures back after an especially bad
Thought Scour
.
3:
Thoughtseize
/
Inquisition of Kozilek
strip your opponent’s hands so they can’t interact with your board.
4:
Izzet Charm
,
Mana Leak
, and
Remand
are all there to protect your core creatures
5:
Terminate
gets rid of the big threats that you normally can’t deal with
Core/Wincons
1: The first piece of the core is
dreadhorde anarchist
. You may have noticed that most of the spells in this deck only cost one mana. It is because of arcanist. This is how you get an early lead that is hard to match. You can make them discard turn one, play arcanist turn two, then make them discard again on turn three for free. Or you can do the same with a cantrip. Or you can do it with a burn spell. This is your early kess, not doing much damage, but providing a hell of a lot of utility.
2: Kess (cuz she’s frickin’ amazing)
3: Burn spells. Your mid-late game strategy should be looping burn spells. You have 8 lightning bolts, and most of them should be pointed at your opponent’s face. Between casting them each twice and swinging with kess, you should have a decent shot at winning.